These are a few Work in Progress shots of a Cry Engine 3 demo map I am working on right now. The engine is powerful and has a strong focus on environmental scenes with loads of flora and a mixture of buildings.

Although nature scenes are interesting, the more challenging part is the combination of powerful tools like the Foliage Tool, Terrain Tool and normal assets. Using a strong decal and spline system, only a few castle assets (four for those with a keen eye) can be used to make a lush complex environment without falling victim to repetition.

The editor is strong and I would definitely advise it if the project focus is on nature with some sporadic buildings thrown in.

March of War has a large set of maps, divided over different settings and game modes. Due to the production of these maps and the progress ISOTX made with their tools, maps have to be updated and adjusted over time.

This map, known by the working title Orient was not originally made by me and was presented to me for an update on both graphics and gameplay. The map’s major criticisms were the lacklustre terrain texturing, the empty vistas and the layout of ‘a set of buildings in a field’.

For the work on the Siege mode, I was entrusted with one task: To make the mode more fun to the player. Based on feedback from the community and testers, I realised that the game mode had a very straight and obvious solution which did not encourage the player to make any meaningful actions. To make matters worse, the mode was exploitative which led to a strong anti-climax.

A quick highlight of the things I did for March of War, partly as Graduation Project and partially as a contractor and employee of the studio. For more info on the actual game, I advise you head over to www.marchofwar.isotx.com

A map designed around the advantages that control over the radar provide.

A special map which was used as the basis for the randomized-spawn implementation within March of War.

Flooded Temple, the first Episode 2 map that proudly featured randomized spawns.

The first area of the Tutorial, designed as part of my graduation project.

A jungle map, Wet Works, featuring some of the first water in the game, as well as insects for Episode 2.

Supervision, an America-themed pine forest.

An image from Railgun Blockade, a special map with a turret for Episode1.

After a period of silence, I can proudly present what I’ve been working on in the past few months. I’ve been working as an Intern at ISOTX and in that period, I’ve worked on a lot of different maps with different settings and themes. Here is a small slide show of some of those maps.

He guys, my updates are going very pale on this site, but that’s for a good reason:

I have connected myself to the ET-Xreal Project. In this project. We want to recreate Wolfenstein Enemy Territory with new technology and assets. The more interesting details are found at the project website at ModDB.I hope to present a stable running version within a month or two, so everyone is free to play it.